47ddde8e-4090-4ae1-969e-5586e1f2baa7 1.0 2014 0 false false Avantar 0 0 0 0 0 0 1 1 1 0 0 0 Character Creation Sheet Character Creation Sheet

You will be playing a Tough Hero and therefore your primary ability will be Constitution.


Your name is: Agent {player.alias}  Choose your name.

Strenght       = {player.Str}   Determine
Dexterity     = {player.Dex}   Determine
Constitution = {player.Con}   Determine
Intelligence  = {player.Int}   Determine
Wisdom        = {player.Wis}   Determine
Charisma      = {player.Cha}   Determine

Select your Feats

{object:Hair}   {object:Hair Colour}   {object:Face}                                                                                                               Play Game]]>
false Violet kjkkjkjkjkjk JS.ShowGrid (0) picture ("Face"+game.hair+game.colour+game.face+".jpg") game.hair = 1 game.pov.parent = Empty ClearScreen game.pov.parent = Character Creation Sheet game.hair = 2 game.pov.parent = Empty ClearScreen game.pov.parent = Character Creation Sheet game.colour = 1 game.pov.parent = Empty ClearScreen game.pov.parent = Character Creation Sheet game.colour = 2 game.pov.parent = Empty ClearScreen game.pov.parent = Character Creation Sheet game.colour = 3 game.pov.parent = Empty ClearScreen game.pov.parent = Character Creation Sheet game.face = 1 game.pov.parent = Empty ClearScreen game.pov.parent = Character Creation Sheet game.face = 2 game.pov.parent = Empty ClearScreen game.pov.parent = Character Creation Sheet game.face = 3 game.pov.parent = Empty ClearScreen game.pov.parent = Character Creation Sheet 0 0 0 0 0 0 hp_display HP:! equippedstatusr ! equippedstatusl ! 0 1 0 0 player 0 0 0 0 0 0 0 Right Hand: Nothing Left Hand: Nothing false false 1d3
c; character sheet {object:Info}                                                                                                                                       Return To Game


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Character Sheet false ClearScreen msg ("") picture ("CSheet.JPG") msg ("") picture ("Strength"+game.pov.Str+".jpg") picture ("Dexterity"+game.pov.Dex+".jpg") picture ("Constitution"+game.pov.Con+".jpg") picture ("Intelligence"+game.pov.Int+".jpg") picture ("Wisdom"+game.pov.Wis+".jpg") picture ("Charisma"+game.pov.Cha+".jpg") false Info false false More information about your ability scores.
Strength

Strength depicts your physical strength. It determines how hard you hit in melee combat and how much weight you can lift.

Rolling the dice
Three six sided dice (d6) will be rolled and the totals added to form your Strength ability score of a possible score between 1 and 18.
You can re-roll a maximum of three times.

Please click on 'Roll Dice' to determine your Strenght ability score:
Roll Dice                                                                                                                Return to Character Sheet]]>
false
Dexterity

Dexterity measures hand-eye coordination, agility, reflexes, and balance.

Rolling the dice
Three six sided dice (d6) will be rolled and the totals added to form your Dexterity ability score of a possible score between 1 and 18.
You can re-roll a maximum of three times.

Please click on 'Roll Dice' to determine your Dexterity ability score:
Roll Dice                                                                                                                Return to Character Sheet]]>
false
Constitution

Constitution represents your character’s health and stamina. A
Constitution bonus increases a character’s hit points. (Hit Points = How much damage you can take before you die.)

Rolling the dice
Three six sided dice (d6) will be rolled and the totals added to form your Constitution ability score of a possible score between 1 and 18.
You can re-roll a maximum of three times.

Please click on 'Roll Dice' to determine your Constitution ability score:
Roll Dice                                                                                                                Return to Character Sheet]]>
false
Intelligence

Intelligence determines how well your character learns and reasons.

Rolling the dice
Three six sided dice (d6) will be rolled and the totals added to form your Intelligence ability score of a possible score between 1 and 18.
You can re-roll a maximum of three times.

Please click on 'Roll Dice' to determine your Intelligence ability score:
Roll Dice                                                                                                                Return to Character Sheet]]>
false
Wisdom

Wisdom describes a character’s willpower, common sense, perception,
and intuition. While Intelligence represents one’s ability to
analyze information, Wisdom represents being in tune with and
aware of one’s surroundings. An “absentminded professor” has low
Wisdom and high Intelligence. A simpleton (low Intelligence)
might still have great insight (high Wisdom).

Rolling the dice
Three six sided dice (d6) will be rolled and the totals added to form your Wisdom ability score of a possible score between 1 and 18.
You can re-roll a maximum of three times.

Please click on 'Roll Dice' to determine your Wisdom ability score:
Roll Dice                                                                                                                Return to Character Sheet]]>
false
Charisma

Charisma measures a character’s force of personality, persuasiveness,
personal magnetism, ability to lead, and physical attractiveness. This
ability represents actual strength of personality, not merely how one
is perceived by others in a social setting.

Rolling the dice
Three six sided dice (d6) will be rolled and the totals added to form your Charisma ability score of a possible score between 1 and 18.
You can re-roll a maximum of three times.

Please click on 'Roll Dice' to determine your Charisma ability score:
Roll Dice                                                                                                                Return to Character Sheet]]>
false
equipl equipl You can only equip weapons and armor. equipr equipr You can only equip weapons and armor. reload reload You can only reload weapons that take some kind of ammunition. shoot shoot You can not shoot that. Test Room

You are in a small room with a window in the north facing wall and a door exiting the room to the East.
{if potplant.parent=Test:An empty potplant is standing on the window sill.} In the center of the room stands a metal table {if Walter PPK.parent=Test:with a pistol laying on the cold and bare tabletop}.



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Test 2 14 1d6 Pistol 9mm Walter PPK false pistol potplant
short short "You can't short " + object.article + "." long long "You can't long " + object.article + "." black black "You can't black " + object.article + "." brown brown "You can't brown " + object.article + "." blonde blonde "You can't blonde " + object.article + "." face1 face1 "You can't face1 " + object.article + "." face2 face2 "You can't face2 " + object.article + "." face3 face3 "You can't face3 " + object.article + "." I have a car
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single if (this.parent = game.pov) { if (this.location="dhand") { msg ("Please use the command 'equip' for two handed weapons.") } else if (HasAttribute(game.pov, "equippedt")) { msg ("You put away your " + game.pov.equippedt.alias + " and draw your " + this.alias + ".") game.pov.equippedt.inventoryverbs = Split ("Look at;Drop;Equip;Identify", ";") game.pov.equippedl = this game.pov.equippedt = null this.inventoryverbs = Split ("Look at;Drop;Unequip", ";") game.pov.equippedstatusl = "Left Hand: " + this.alias game.pov.equippedstatusr = "Right Hand: nothing" game.pov.bullets = this.bullets game.pov.max_bullets = this.max_bullets } else if (this = GetAttribute(game.pov, "equippedl")) { msg ("You already have this weapon equipped in your left hand.") } else if (this = GetAttribute(game.pov, "equippedr")) { msg ("You already have this weapon equipped in your right hand") } else if (HasAttribute(game.pov, "equippedl")) { msg ("You put away your " + game.pov.equippedl.alias + " and draw your " + this.alias + ".") game.pov.equippedl.inventoryverbs = Split ("Look at;Drop;Equipl;Equipr;Identify", ";") game.pov.equippedl = this game.pov.equippedt = null game.pov.bullets = this.bullets game.pov.max_bullets = this.max_bullets this.inventoryverbs = Split ("Look at;Drop;Unequip", ";") game.pov.equippedstatusl = "Left Hand: " + this.alias } else if (null = GetAttribute(game.pov, "equippedl")) { msg ("You draw your " + this.alias + ".") game.pov.equippedl = this game.pov.bullets = this.bullets game.pov.max_bullets = this.max_bullets this.inventoryverbs = Split ("Look at;Drop;Unequip", ";") game.pov.equippedstatusl = "Left Hand: " + this.alias } else { msg ("You put away your " + game.pov.equippedl.alias + " and draw your " + this.alias + ".") game.pov.equippedl = this game.pov.bullets = this.bullets game.pov.max_bullets = this.max_bullets this.inventoryverbs = Split ("Look at;Drop;Unequip", ";") game.pov.equippedstatusl = "Wielding(LHand): " + this.alias } } else { msg ("You don't have it on your person. Try to take or pick it up first.") } if (this.parent = game.pov) { if (this.location="dhand") { msg ("Please use the command 'equip' for two handed weapons.") } else if (HasAttribute(game.pov, "equippedt")) { msg ("You put away your " + game.pov.equippedt.alias + " and draw your " + this.alias + ".") game.pov.equippedt.inventoryverbs = Split ("Look at;Drop;Equip;Identify", ";") game.pov.equippedr = this game.pov.equippedt = null game.pov.bullets = this.bullets game.pov.max_bullets = this.max_bullets this.inventoryverbs = Split ("Look at;Drop;Unequip", ";") game.pov.equippedstatusr = "Right Hand: " + this.alias+ "(" +this.bullets+"/"+this.max_bullets+")" game.pov.equippedstatusl = "Left Hand: nothing" } else if (this = GetAttribute(game.pov, "equippedl")) { msg ("You already have this weapon equipped in your left hand.") } else if (this = GetAttribute(game.pov, "equippedr")) { msg ("You already have this weapon equipped in your right hand") } else if (HasAttribute(game.pov, "equippedl")) { msg ("You draw your " + this.alias + ".") game.pov.equippedr = this game.pov.bullets = this.bullets game.pov.max_bullets = this.max_bullets this.inventoryverbs = Split ("Look at;Drop;Unequip", ";") game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")" } else if (null = GetAttribute(game.pov, "equippedr")) { msg ("You draw your " + this.alias + ".") game.pov.equippedr = this game.pov.bullets = this.bullets game.pov.max_bullets = this.max_bullets this.inventoryverbs = Split ("Look at;Drop;Unequip", ";") game.pov.equippedstatusr = "Right Hand: " + this.alias+ "(" +this.bullets+"/"+this.max_bullets+")" } else { msg ("You put away your " + game.pov.equippedr.alias + " and draw your " + this.alias + ".") game.pov.equippedr.inventoryverbs = Split ("Look at;Drop;Equipl;Equipr;Identify", ";") game.pov.equippedr = this game.pov.bullets = this.bullets game.pov.max_bullets = this.max_bullets this.inventoryverbs = Split ("Look at;Drop;Unequip", ";") game.pov.equippedstatusr = "Right Hand: " + this.alias+ "(" +this.bullets+"/"+this.max_bullets+")" } } else { msg ("You don't have it on your person. Try to take or pick it up first.") } msg ("Please use equipl or equipr to place the weapon in your left - or right hand.") msg ("Please use equipl or equipr to place the weapon in your left - or right hand.") = 1) { count = this.max_bullets - this.bullets if (count = 0) { msg ("Your weapon can not hold any more bullets than it currently has.") } else if (count > cammo.amount) { this.bullets = this.bullets + cammo.amount RemoveObject (cammo) msg ("You reload your "+this.alias+".") if (this = player.equippedl) { game.pov.equippedstatusl = "Left Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")" } else if (this = player.equippedr) { game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")" } else { game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")" game.pov.equippedstatusr = "Left Hand: " + this.alias } } else { this.bullets = this.bullets + count cammo.amount = cammo.amount - count msg ("You reload your "+this.alias+".") if (this = player.equippedl) { game.pov.equippedstatusl = "Left Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")" } else if (this = player.equippedr) { game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")" } else { game.pov.equippedstatusr = "Right Hand: " + this.alias + "(" +this.bullets+"/"+this.max_bullets+")" game.pov.equippedstatusr = "Left Hand: " + this.alias } } } else if (ListCount (wa) >= 1) { msg ("You do not have the correct ammunition for your "+this.weapon_type+" on your person.") } else { msg ("You do not have any ammunition on your person.") } } else { msg ("You do not have the "+this.alias+" equipped in your hands. Please equip the weapon first.") } } else { msg ("You do not have the "+this.alias+" on your person.") } ]]> 0 9mm 10 if (not HasAttribute (player, "equippedl") and not HasAttribute (player, "equippedr") and not HasAttribute (player, "equippedt")) { player.equippedd = player.equippedf player.stry = false } else if (HasAttribute (player, "equippedr") and HasAttribute (player, "equippedl")) { player.equippedd = player.equippedr player.stry = true } else if (HasAttribute (player, "equippedr")) { player.equippedd = player.equippedr msg (player.equippedd) player.stry = false } else if (HasAttribute (player, "equippedl")) { player.equippedd = player.equippedl player.stry = false } else if (HasAttribute (player, "equippedt")) { player.equippedd = player.equippedt player.stry = false } if (player.equippedd = null) { msg ("You do not have any weapon equipped.") } else if (HasAttribute (player, "equippedd") and GetBoolean(player.equippedd,"ranged")=true) { msg ("You shoot the "+this.alias+" f****ed-up with your "+player.equippedd.alias) } else { msg ("You can do not have a ranged weapon equipped!") } if (not HasAttribute (player, "equippedl") and not HasAttribute (player, "equippedr") and not HasAttribute (player, "equippedt")) { player.equippedd = player.equippedf player.stry = false } else if (HasAttribute (player, "equippedr") and HasAttribute (player, "equippedl")) { player.equippedd = player.equippedr player.stry = true } else if (HasAttribute (player, "equippedr")) { player.equippedd = player.equippedr msg (player.equippedd) player.stry = false } else if (HasAttribute (player, "equippedl")) { player.equippedd = player.equippedl player.stry = false } else if (HasAttribute (player, "equippedt")) { player.equippedd = player.equippedt player.stry = false } if (player.equippedd = null) { msg ("You do not have any weapon equipped.") } else if (HasAttribute (player, "equippedd") and GetBoolean(player.equippedd,"ranged")=true) { msg ("You shoot the crap out of the "+this.alias+" for some reason.") } else { msg ("You do not have a ranged weapon equipped!") } if (player.stry = true) { player.stry = false player.equippedd = player.equippedl msg ("You fire a second shot at the "+this.alias+"with your "+player.equippedd.alias) } 0) { operatorlength = 2 } if (operator = 0) { operator = Instr(condition, ">=") if (operator <> 0) { operatorlength = 2 } } if (operator = 0) { operator = Instr(condition, "<>") if (operator <> 0) { operatorlength = 2 } } if (operator = 0) { operator = Instr(condition, "<") if (operator <> 0) { operatorlength = 1 } } if (operator = 0) { operator = Instr(condition, ">") if (operator <> 0) { operatorlength = 1 } } if (operator = 0) { operator = Instr(condition, "=") if (operator <> 0) { operatorlength = 1 } } if (operator = 0) { checkfor = true if (StartsWith(condition, "not ")) { checkfor = false condition = Mid(condition, 5) } dot = Instr(condition, ".") if (dot = 0) { result = GetBoolean(game, condition) } else { objectname = Left(condition, dot - 1) attributename = Mid(condition, dot + 1) object = GetObject(objectname) if (object = null) { result = false } else { result = GetBoolean(object, attributename) } } if (result = checkfor) { return (ProcessTextSection(text, data)) } else { return ("") } } else { lhs = Left(condition, operator - 1) rhs = Mid(condition, operator + operatorlength) op = Mid(condition, operator, operatorlength) dot = Instr(lhs, ".") if (dot = 0) { objectname = "" attributename = "" if (HasInt(game, lhs)) { objectname = "game" attributename = lhs } else { return ("{if " + command + "}") } } else { objectname = Left(lhs, dot - 1) attributename = Mid(lhs, dot + 1) } object = GetObject(objectname) if (object = null) { return ("{if " + command + "}") } else { value = GetAttribute(object, attributename) // Next three lines added by The pixie if (TypeOf(value) = "object") { value = value.name } if (op = "=") { if (ToString(value) = rhs) { return (ProcessTextSection(text, data)) } else { return ("") } } else if (op = "<>") { if (not ToString(value) = rhs) { return (ProcessTextSection(text, data)) } else { return ("") } } else if (op = ">") { if (ToDouble(ToString(value)) > ToDouble(rhs)) { return (ProcessTextSection(text, data)) } else { return ("") } } else if (op = "<") { if (ToDouble(ToString(value)) < ToDouble(rhs)) { return (ProcessTextSection(text, data)) } else { return ("") } } else if (op = ">=") { if (ToDouble(ToString(value)) >= ToDouble(rhs)) { return (ProcessTextSection(text, data)) } else { return ("") } } else if (op = "<=") { if (ToDouble(ToString(value)) <= ToDouble(rhs)) { return (ProcessTextSection(text, data)) } else { return ("") } } } } } ]]> game.pov.PreviousRoom = game.pov.parent game.pov.parent = Character Sheet game.pov.hp_display = game.pov.HP + " / " + game.pov.max_HP if (game.DiceRoll = 0) { ClearScreen if (game.pov.PreviousRoom = "") { game.pov.parent = Character Creation Sheet } else { game.pov.parent = game.pov.PreviousRoom } } if (game.RollAccept=0) { ClearScreen ShowRoomDescription game.pov.Str = DiceRoll("3d6") game.pov.Dex = DiceRoll("3d6") game.pov.Int = DiceRoll("3d6") game.pov.Wis = DiceRoll("3d6") game.pov.Con = DiceRoll("3d6") game.pov.Cha = DiceRoll("3d6") ConMod = (game.pov.Con/2-5) BabMod = (game.pov.BAB*6) game.pov.HP = game.pov.Con+BabMod+ConMod game.pov.max_HP = game.pov.HP msg ("Strength = "+game.pov.Str+" "+"{object:Info}") msg ("Dexterity = "+game.pov.Dex) msg ("Constitution = "+game.pov.Con) msg ("Intelligence = "+game.pov.Int) msg ("Wisdom = "+game.pov.Wis) msg ("Charisma = "+game.pov.Cha) msg ("") msg ("Do you accept your ability scores?") get input { if (not result="yes" and not result="no") { msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.") wait { roll } } else if (result = "no") { msg ("Please press any key to re-roll.") wait { roll } } else if (result = "yes") { ConMod = (game.pov.Con/2-5) game.pov.StrMod = (game.pov.Str/2-5) msg ("StrMod: "+player.StrMod) game.pov.IntMod = (game.pov.Int/2-5) msg ("IntMod: "+player.IntMod) game.pov.WisMod = (game.pov.Wis/2-5) msg ("WisMod: "+player.WisMod) game.pov.ChaMod = (game.pov.Cha/2-5) msg ("ChaMod: "+player.ChaMod) game.pov.DexMod = (game.pov.Dex/2-5) msg ("DexMod: "+player.DexMod) game.pov.ConMod = (game.pov.Con/2-5) msg ("ConMod: "+player.ConMod) game.RollAccept = 1 msg ("Your have accepted your ability scores.") } } } else { msg ("You have already accepted your ability scores and cannot roll for new ability scores.") } ClearScreen MoveObject (player, Strength) ClearScreen MoveObject (player, Dexterity) ClearScreen MoveObject (player, Constitution) ClearScreen MoveObject (player, Intelligence) ClearScreen MoveObject (player, Wisdom) ClearScreen MoveObject (player, Charisma) msg ("") msg ("") msg ("What would be your character name?") get input { game.pov.alias = result msg (" - " + game.pov.alias) wait { ClearScreen ShowRoomDescription } } Dice Results:") s1 = DiceRoll("1d6") msg ("Dice 1 = "+s1) s2 = DiceRoll("1d6") msg ("Dice 2 = "+s2) s3 = DiceRoll("1d6") st = s1+s2+s3 msg ("Dice 3 = "+s3) msg ("Total = "+st) msg ("") msg ("Do you accept your ability scores?") get input { if (not result="yes" and not result="no") { if (game.rcount < 3) { msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 str_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Strength ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.StrAccept = 1 game.DiceRoll = 0 game.pov.StrMod = (game.pov.Str/2-5) game.pov.Str = st msg ("Your Strength ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "no") { if (game.rcount < 3) { msg ("Please press any key to re-roll.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 str_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Strength ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.StrAccept = 1 game.DiceRoll = 0 game.pov.StrMod = (game.pov.Str/2-5) game.pov.Str = st msg ("Your Strength ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "yes") { game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.StrAccept = 1 game.DiceRoll = 0 game.pov.StrMod = (game.pov.Str/2-5) game.pov.Str = st msg ("Your Strength ability score is now set. Please Return to the Character Sheet to continue.") } } } else { msg ("") msg ("You have already accepted your Strength ability score and cannot roll for new ability scores.") } } ]]> Dice Results:") d1 = DiceRoll("1d6") msg ("Dice 1 = "+d1) d2 = DiceRoll("1d6") msg ("Dice 2 = "+d2) d3 = DiceRoll("1d6") dt = d1+d2+d3 msg ("Dice 3 = "+d3) msg ("Total = "+dt) msg ("") msg ("Do you accept your abildty scores?") get input { if (not result="yes" and not result="no") { if (game.rcount < 3) { msg ("Please answer only 'yes' or 'no'. I will consider dt as a 'no' and will re-roll for you.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 dex_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Dexterity ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.DexAccept = 1 game.DiceRoll = 0 game.pov.DexMod = (game.pov.Dex/2-5) game.pov.Dex = dt msg ("Your Dexterity ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "no") { if (game.rcount < 3) { msg ("Please press any key to re-roll.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 dex_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Dexterity ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.DexAccept = 1 game.DiceRoll = 0 game.pov.DexMod = (game.pov.Dex/2-5) game.pov.Dex = dt msg ("Your Dexterity ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "yes") { game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.DexAccept = 1 game.DiceRoll = 0 game.pov.DexMod = (game.pov.Dex/2-5) game.pov.Dex = dt msg ("Your Dexterity ability score is now set. Please Return to the Character Sheet to continue.") } } } else { msg ("") msg ("You have already accepted your Dexterity ability score and cannot roll for new ability scores.") } } ]]> Dice Results:") c1 = DiceRoll("1d6") msg ("Dice 1 = "+c1) c2 = DiceRoll("1d6") msg ("Dice 2 = "+c2) c3 = DiceRoll("1d6") ct = c1+c2+c3 msg ("Dice 3 = "+c3) msg ("Total = "+ct) msg ("") msg ("Do you accept your ability scores?") get input { if (not result="yes" and not result="no") { if (game.rcount < 3) { msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 con_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Constitution ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.ConAccept = 1 game.DiceRoll = 0 game.pov.ConMod = (game.pov.Con/2-5) game.pov.Con = ct msg ("Your Constitution ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "no") { if (game.rcount < 3) { msg ("Please press any key to re-roll.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 con_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Constitution ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.ConAccept = 1 game.DiceRoll = 0 game.pov.ConMod = (game.pov.Con/2-5) game.pov.Con = ct msg ("Your Constitution ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "yes") { game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.ConAccept = 1 game.DiceRoll = 0 game.pov.ConMod = (game.pov.Con/2-5) game.pov.Con = ct msg ("Your Constitution ability score is now set. Please Return to the Character Sheet to continue.") } } } else { msg ("") msg ("You have already accepted your Constitution ability score and cannot roll for new ability scores.") } } ]]> Dice Results:") i1 = DiceRoll("1d6") msg ("Dice 1 = "+i1) i2 = DiceRoll("1d6") msg ("Dice 2 = "+i2) i3 = DiceRoll("1d6") it = i1+i2+i3 msg ("Dice 3 = "+i3) msg ("Total = "+it) msg ("") msg ("Do you accept your ability scores?") get input { if (not result="yes" and not result="no") { if (game.rcount < 3) { msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 int_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Intelligence ability score.") game.pov.rcount = 0 game.Ability_number = game.Ability_number + 1 game.IntAccept = 1 game.DiceRoll = 0 game.pov.IntMod = (game.pov.Int/2-5) game.pov.Int = it msg ("Your Intelligence ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "no") { if (game.rcount < 3) { msg ("Please press any key to re-roll.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 int_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Intelligence ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.IntAccept = 1 game.DiceRoll = 0 game.pov.IntMod = (game.pov.Int/2-5) game.pov.Int = it msg ("Your Intelligence ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "yes") { game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.IntAccept = 1 game.DiceRoll = 0 game.pov.IntMod = (game.pov.Int/2-5) game.pov.Int = it msg ("Your Intelligence ability score is now set. Please Return to the Character Sheet to continue.") } } } else { msg ("") msg ("You have already accepted your Intelligence ability score and cannot roll for new ability scores.") } } ]]> Dice Results:") w1 = DiceRoll("1d6") msg ("Dice 1 = "+w1) w2 = DiceRoll("1d6") msg ("Dice 2 = "+w2) w3 = DiceRoll("1d6") wt = w1+w2+w3 msg ("Dice 3 = "+w3) msg ("Total = "+wt) msg ("") msg ("Do you accept your ability scores?") get input { if (not result="yes" and not result="no") { if (game.rcount < 3) { msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 wis_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Wisdom ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.WisAccept = 1 game.DiceRoll = 0 game.pov.WisMod = (game.pov.Wis/2-5) game.pov.Wis = wt msg ("Your Wisdom ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "no") { if (game.rcount < 3) { msg ("Please press any key to re-roll.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 wis_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Wisdom ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.WisAccept = 1 game.DiceRoll = 0 game.pov.WisMod = (game.pov.Wis/2-5) game.pov.Wis = wt msg ("Your Wisdom ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "yes") { game.WisAccept = 1 game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.DiceRoll = 0 game.pov.WisMod = (game.pov.Wis/2-5) game.pov.Wis = wt msg ("Your Wisdom ability score is now set. Please Return to the Character Sheet to continue.") } } } else { msg ("") msg ("You have already accepted your Wisdom ability score and cannot roll for new ability scores.") } } ]]> Dice Results:") ch1 = DiceRoll("1d6") msg ("Dice 1 = "+ch1) ch2 = DiceRoll("1d6") msg ("Dice 2 = "+ch2) ch3 = DiceRoll("1d6") cht = ch1+ch2+ch3 msg ("Dice 3 = "+ch3) msg ("Total = "+cht) msg ("") msg ("Do you accept your ability scores?") get input { if (not result="yes" and not result="no") { if (game.rcount < 3) { msg ("Please answer only 'yes' or 'no'. I will consider it as a 'no' and will re-roll for you.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 cha_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Charisma ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.ChaAccept = 1 game.DiceRoll = 0 game.pov.ChaMod = (game.pov.Cha/2-5) game.pov.Cha = cht msg ("Your Charisma ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "no") { if (game.rcount < 3) { msg ("Please press any key to re-roll.") wait { game.rcount = game.rcount +1 game.DiceRoll = 0 cha_roll (args) } } else { msg ("The maximum re-rolls have been reached. The current total will be applied to your Charisma ability score.") game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.ChaAccept = 1 game.DiceRoll = 0 game.pov.ChaMod = (game.pov.Cha/2-5) game.pov.Cha = cht msg ("Your Charisma ability score is now set. Please Return to the Character Sheet to continue.") } } else if (result = "yes") { game.ChaAccept = 1 game.rcount = 0 game.Ability_number = game.Ability_number + 1 game.DiceRoll = 0 game.pov.ChaMod = (game.pov.Cha/2-5) game.pov.Cha = cht msg ("Your Charisma ability score is now set. Please Return to the Character Sheet to continue.") } } } else { msg ("") msg ("You have already accepted your Charisma ability score and cannot roll for new ability scores.") } } ]]> ClearScreen MoveObject (player, Feats)